I agree that serious capship weapon changes are needed, but not just for battleships.
Razors, Infernos, and Mortars all take ridiculous amounts of energy for the damage they deal. The only advantage to using these weapons is more damage per shot than standard turrets - but due to the extremely low refire rate you're not getting much more damage/second than you do with standard turrets.
Fighters, especially light fighters, are nigh-impossible to hit in most capships - even gunboats - unless you're using missile turrets. however, you're limited in hardpoint numbers, so sacraficing even a single standard turret for missiles severely limits your effectiveness against other capships. There's really no way to make a 'balanced' setup for a capship, as any way you go you either make yourself useless against half the enemies you fight, or below average against all of them.
I'm particularly worried about this on new ships being put in, particularly Jinx's zoner gunboat. That thing only has 4 turret hardpoints... and it's going to be nearly useless in pvp because of that. If you go with all standard turrets, you wont have the damage output to even scratch enemy capships, and fighters will still be difficult to hit. If you go all missile turrets, you might do ok against fighters but you wont do a thing to caps. If you go with all razors/infernos, your energy wont hold up long enough to do any damage to caps, and you wont be able to hit fighters. If you go with a balanced setup, you'll be ineffective against everything.
I'm not really sure how the problem can be solved, though.
I would like to see flak turrets put back in and improved for anti-fighter use, but the previous flak turrets were (according to what i've heard) extremely overpowered against fighters.
I think the solution to anti-fighter capship turrets is to put in a weapon with relatively short range (1000 meters or so) that does minimal damage (maybe 200-300 per shot) but has a high refire rate (8.33?) and extremely fast projectile speed (1000m/s or higher). That would seriously hurt a fighter's ability to out-manvuer the turret's fire, even at long range, but the turret's low damage output and low range would make it ineffective against capships.
I'd also like to see the energy requirements and refire times on heavier anti-capship weapons cut significantly. Earlier today, myself (zoner destroyer) and another order player (same ship, zoner destroyer) were testing out weapon effectiveness against one another.
Basically, I was using two light mortars, while he was using a combination of one light mortar and one cruiser battle razor. Neither of us, with those weapons, were able to get past the regeneration rate of the other's shields due to energy costs and refire rates. Our standard turrets were just as ineffective, and his missile turrets didnt even move my shield bar when they hit.
Now, firing both of my light mortars takes 3/4 of my energy bar, and i have to stop ALL fire for around 8 seconds to get enough energy back to fire both again. They took about 1/8 to 1/4 of his shields off per volley, if both shots hit, but the shields had regenerated fully by the time I could fire again.
Now, when I take my destroyer up against a battleship, their standard turrets can rip me open in only a few seconds of sustained fire, while I cant even scratch theirs despite my 'heavy hitting' light mortars.
So... basically capship weapons and energy requirements right now are completely out of whack. I honestly believe that, RP aside, the only reason people use caps is because they're more effective against NPC's and easier to do missions in... they have no real use in pvp unless you're in a battleship, and even then a pair of bombers can take you out fairly easily.